//=============================================================================
//     _   _                               ____                _  _          
//    | | | |  __ _  _ __   _ __   _   _  / ___|  _ __   _ __ (_)| |_   ___ 
//    | |_| | / _` || '_ \ | '_ \ | | | | \___ \ | '_ \ | '__|| || __| / _ \
//    |  _  || (_| || |_) || |_) || |_| |  ___) || |_) || |   | || |_ |  __/
//    |_| |_| \__,_|| .__/ | .__/  \__, | |____/ | .__/ |_|   |_| \__| \___|
//                  |_|    |_|     |___/         |_|                         
//
//                     HappySprite - We make sprites happy
//
// Copyright (c) 2007 by Tank Monkey Games
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//=============================================================================

using System;
using System.Collections.Generic;
using System.Text;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Graphics;

namespace HappySprite.SceneGraph
{
    public class Scene
    {
        Camera camera = new PerspectiveCamera();
        Culler culler = new Culler();
        SceneItem root = new SceneItem();

        public Scene()
        {
        }

        public Camera Camera
        {
            get { return camera; }
            set { camera = value; }
        }

        public Culler Culler
        {
            get { return culler; }
            set { culler = value; }
        }

        public SceneItem Root
        {
            get { return root; }
            set { root = value; }
        }

        public void Draw()
        {
            // Nothing to draw
            if (camera == null || root == null)
                return;

            Global.Renderer.View = Camera.View;
            Global.Renderer.Projection = Camera.Projection;
            Global.Renderer.Draw(Culler.GetVisibleSet(Root));
        }
    }
}
